Heavy forest maps are 'killing' enemy camps [mod-fix]

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MateuszCOMPANY
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Heavy forest maps are 'killing' enemy camps [mod-fix]

Post by MateuszCOMPANY »

Hi all
Whole problem is described below. I Wanna create fix mod to solve this issue. Need help to loc where is stored this which i'm looking for.
If someone have any idea... I listen. :idea:


viewtopic.php?f=23&t=102160
MateuszCOMPANY wrote: Mon Apr 18, 2022 2:57 am Noticed problem on heavy forest maps (133% forest)
On preview before start theres a lot enemies bases. But in game 90% of them disappeared
Bases are a lot smaller and into them wasnt bugs, only few worms.
Its look like forest have higher priority than enemies and dont allow them correctly create camps

1.MAP PREVIEW BEFORE START:
Image

2.MAP PREVIEW IN GAME:
Image

3.ENEMY BASE IN GAME
Image

4.SOURCE

Code: Select all

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Klonan wrote: Mon Apr 18, 2022 8:24 am This is just 'How it works', the trees are generated first

We discussed a long time ago, if the biters should generate first,
That way their would be the full bases in a hole in the forest,
But then there were worries about performance, biters having to path through dense forests isn't so simple

So we decided to keep it as is, the forests come first,
And we live with this side effect, that biters don't spawn in forests
coderpatsy
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Re: Heavy forest maps are 'killing' enemy camps [mod-fix]

Post by coderpatsy »

There is this mod for v0.18 that you could probably update: https://mods.factorio.com/mod/PrioritizeEnemies
MateuszCOMPANY
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Re: Heavy forest maps are 'killing' enemy camps [mod-fix]

Post by MateuszCOMPANY »

Awesome!
I dont know how i missed it.
i'll update it
MateuszCOMPANY
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Re: Heavy forest maps are 'killing' enemy camps [mod-fix]

Post by MateuszCOMPANY »

Fixed to latest version and work pretty well.
Have i to reupload it on Mod Portal or someone moderator overwrite file on existing mod?
Pi-C
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Re: Heavy forest maps are 'killing' enemy camps [mod-fix]

Post by Pi-C »

MateuszCOMPANY wrote: Thu Apr 21, 2022 7:28 am Fixed to latest version and work pretty well.
Have i to reupload it on Mod Portal or someone moderator overwrite file on existing mod?
Nobody should be able to overwrite an existing mod, even if it appears to be dead. It could very well be that a modder just takes an extended break, or doesn't have the time to update but will come back after a long time. (I've finally managed to update one of my mods about 2 months ago, after letting it rot for about 18 months, so yes, it's not just a hypothetical case.)

If somebody plans on retiring from modding, they can sign over the mod to somebody else, or invite others to collaborate (collaborators may upload new versions and moderate the discussion board on the mod portal, but can not invite/remove other collaborators). But such decisions should be made by the mod owner, not by somebody else.

The original mod has a very permissive licence, so you are allowed to re-use its assets (although I believe you must publish your mod under the same licence). So, just upload your mod under a new name, leave a link to the original mod, and give credit to the original author -- that should be OK.
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
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